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My texture has huge amounts of banding on the android tablet
I am making an Android game on the tablet and have hit a problem. My game uses a 3d plane with a texture applied to it and when I deploy to the device i have all of these different bands of varying colors from the gradient texture. Almost all of my textures are gradients in the .png format and all of them are being chopped up. I tried a couple approaches and still i have this problem.
1) I turned on True color instead of 16 bit compression in the texture import window. On the pc, it looked like it change but it still is choppy on the tablet
2) I set the settings from good to fantastic on the tablet and i still have the bands. Also I turned the AA up and the AA off and still i have the bands(A forum post said the AA being off could be a bug)
3) I used PNG files instead of JPG files and I used the right shaders and I still have the issue
4) I turned it to tri linear instead of bi linear
5) I played with the Ansio level and I also put the texture into advanced mode and switched it to the highest quality compression for override.
I have ran out of ideas in which to make my gradient not have these bands. They are very apparent and look very bad.
What should I do to eliminate these? The artist who is making these textures is using photoshop and can export to psd if that would help
Thanks
[Edit]-Or do tablets and phones not process gradients? The image in photoshop looks fine but when I even open the attachment on the test tablet i have a problem.
Hmmm... Tell your artist to try and export using the .tga file format and including your rgba channels manually.
I know this may seem weird but try moving the near clip plane of the camera a little further out, away from the camera, and try moving the far clip plane a little further in. I had issues with textures in android once and I read somewhere that this might help, and in my case it seemed to, but I don't know if my issues were exactly the same...
Thanks for the ideas. We are trying the tga approach and the plane approach.
Did any of these things work? We are having the same Issues. Thanks!
Answer by mocaponeuk · Nov 29, 2012 at 09:22 PM
Try these settings on each image. seems to do the trick.
Thank you, this helped me. I was looking in the wrong place. :)
Answer by Tim-Michels · Nov 23, 2012 at 12:19 PM
Other than avoiding 16 bit compression, there's a setting in the Player Settings called Use 32-bit Display Buffer
Enabling this value should give you the best results on Android.
Cheers ;)